Unknown Packaging Error (Exit Code 5)

Hello, I,m trying to package my project but I keep getting an error every time I package for windows 64/32 bit. I have tried with unreal 4.14 and 4.15 but still getting the error. I do not have any plugins installed, its almost a fresh project with a couple of classes I have made.

I have tried creating a new black project and that seems to work correctly.

Here is my Log:

LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(-914901071) SRandInit(-914901071).
LogTaskGraph: Started task graph with 5 named threads and 10 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.124497
LogInit: Using libcurl 7.47.1
LogInit:  - built for x86_64-pc-win32
LogInit:  - supports SSL with OpenSSL/1.0.2g
LogInit:  - supports HTTP deflate (compression) using libz 1.2.8
LogInit:  - other features:
LogInit:      CURL_VERSION_SSL
LogInit:      CURL_VERSION_LIBZ
LogInit:      CURL_VERSION_IPV6
LogInit:      CURL_VERSION_ASYNCHDNS
LogInit:      CURL_VERSION_LARGEFILE
LogInit:      CURL_VERSION_IDN
LogInit:  CurlRequestOptions (configurable via config and command line):
LogInit:  - bVerifyPeer = false  - Libcurl will NOT verify peer certificate
LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
LogInit: Build: ++UE4+Release-4.15-CL-3299760
LogInit: Engine Version: 4.15.0-3299760+++UE4+Release-4.15
LogInit: Compatible Engine Version: 4.15.0-3299760+++UE4+Release-4.15
LogInit: Net CL: 3299760
LogDevObjectVersion: Number of dev versions registered: 14
LogDevObjectVersion:   Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 8
LogDevObjectVersion:   Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion:   Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
LogDevObjectVersion:   Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 14
LogDevObjectVersion:   Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 22
LogDevObjectVersion:   Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion:   Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion:   Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion:   Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion:   Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion:   Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 12
LogDevObjectVersion:   Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 3
LogDevObjectVersion:   Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogDevObjectVersion:   Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
LogInit: Compiled (64-bit): Feb 14 2017 02:04:14
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.15
LogInit: Command line:  
LogInit: Base directory: D:/Program Files (x86)/Epic Games/UE_4.15/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: JONSPC
LogInit: User: Jon
LogInit: CPU Page size=65536, Cores=6
LogInit: High frequency timer resolution =3.320317 MHz
LogMemory: Memory total: Physical=31.9GB (32GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 264.34 MB used, 264.34 MB peak
LogMemory: Process Virtual Memory: 260.07 MB used, 260.07 MB peak
LogMemory: Physical Memory: 8635.78 MB used,  24043.25 MB free, 32679.04 MB total
LogMemory: Virtual Memory: 643.69 MB used,  24043.25 MB free, 134217728.00 MB total
LogTextLocalizationManager: No specific translations for ('en-GB') exist, so ('en') translations will be used.
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI:    0. 'NVIDIA GeForce GTX 770' (Feature Level 11_0)
LogD3D11RHI:       2017/0/16339 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:3, VendorId:0x10de
LogD3D11RHI:    1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
LogD3D11RHI:       0/0/16339 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI:     GPU DeviceId: 0x1184 (for the marketing name, search the web for "GPU Device Id")
LogWindows: EnumDisplayDevices:
LogWindows:    0. 'NVIDIA GeForce GTX 770' (P:0 D:1)
LogWindows:    1. 'NVIDIA GeForce GTX 770' (P:0 D:1)
LogWindows:    2. 'NVIDIA GeForce GTX 770' (P:1 D:1)
LogWindows:    3. 'NVIDIA GeForce GTX 770' (P:0 D:0)
LogWindows: DebugString: FoundDriverCount:4 
LogD3D11RHI:     Adapter Name: NVIDIA GeForce GTX 770
LogD3D11RHI:   Driver Version: 376.53 (internal:21.21.13.7653, unified:376.53)
LogD3D11RHI:      Driver Date: 12-29-2016
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI:Warning: Timestamp queries are currently disabled on this hardware due to instability. Realtime GPU stats will not be available. You can override this behaviour by setting r.NVIDIATimestampWorkaround to 0
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2)
LogShaderCompilers: Guid format shader working directory is -9 characters bigger than the processId version (../../../../../../Projects/Unreal Projects/Settlement/Intermediate/Shaders/WorkingDirectory/2948/).
LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/Jon/AppData/Local/Temp/UnrealShaderWorkingDir/E84C4EDA49692620E18CD8B04DBCA6D3/'.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP MacClientTargetPlatform
LogTemp:Display: Loaded TP MacNoEditorTargetPlatform
LogTemp:Display: Loaded TP MacServerTargetPlatform
LogTemp:Display: Loaded TP MacTargetPlatform
LogTemp:Display: Loaded TP WindowsClientTargetPlatform
LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp:Display: Loaded TP WindowsServerTargetPlatform
LogTemp:Display: Loaded TP WindowsTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTemp:Display: Loaded TP TVOSTargetPlatform
LogTemp:Display: Loaded TP LinuxClientTargetPlatform
LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp:Display: Loaded TP LinuxServerTargetPlatform
LogTemp:Display: Loaded TP LinuxTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.05s 50MB C:/Users/Jon/AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Jon/AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../../../../Projects/Unreal Projects/Settlement/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph:  CompressedPak pak cache file ../../../../../../Projects/Unreal Projects/Settlement/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/Jon/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogSlate: Using Freetype 2.6.0
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogInit: Selected Device Profile: [Windows]
LogContentStreaming: Texture pool size is 0.00 MB
LogMeshUtilities: Using QuadricMeshReduction for automatic static mesh reduction
LogSimplygon: Simplygon DLL not present - disabling.
LogMeshUtilities: Using SimplygonSwarm for distributed automatic mesh merging
LogMeshUtilities: No automatic skeletal mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogNetVersion: GetLocalNetworkVersion: CL: 3299760, ProjectName: settlement, ProjectVersion: , EngineNetworkVersion: 2, GameNetworkVersion: 0, NetworkChecksum: 1896433034
LogAssetRegistry: FAssetRegistry took 0.0218 seconds to start up
LogPackageLocalizationCache: Processed 3 localized package path(s) for 2 prioritized culture(s) in 0.014788 seconds
LogUObjectArray: 32475 objects as part of root set at end of initial load.
LogUObjectAllocator: 7073360 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogTcpMessaging: Initializing TcpMessaging bridge
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogMaterial: Uniform references updated for custom material expression Custom.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogEngine: Initializing Engine...
LogHMD: Failed to initialize OpenVR with code 108
LogAIModule: Creating AISystem for world Untitled
LogInit: XAudio2 using 'ASUS MG28U-8 (NVIDIA High Definition Audio)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.03s 50MB C:/Users/Jon/AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogEngineSessionManager: EngineSessionManager initialized
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogCook:Display: Max memory allowance for cook 16384mb min free memory 0mb
LogCook:Display: Mobile HDR setting 1
LogFileCache: Scanning file cache for directory 'D:/Projects/Unreal Projects/Settlement/Content/' took 0.01s
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="../../../../../../Projects/Unreal Projects/Settlement/Content/Levels/Gameplay.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAIModule: Creating AISystem for world Gameplay
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 25.776ms to complete.
LogFileHelpers: Loading map 'Gameplay' took 0.197
LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
LogCollectionManager: Loaded 0 collections in 0.000935 seconds
LogFileCache: Scanning file cache for directory 'D:/Projects/Unreal Projects/Settlement/Saved/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'D:/Projects/Unreal Projects/Settlement/Content/Developers/Jon/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'D:/Projects/Unreal Projects/Settlement/Content/Collections/' took 0.01s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000002 seconds
LogContentBrowser: Native class hierarchy populated in 0.0083 seconds. Added 2249 classes and 457 folders.
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0015 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0016 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0016 seconds. Added 1 classes and 2 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object 'Class None.'
LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0016 seconds. Added 1 classes and 2 folders.
LogLoad: (Engine Initialization) Total time: 12.56 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 0.06 seconds
LogExternalProfiler: Found external profiler: VSPerf
LogExternalProfiler: Using external profiler: VSPerf
LogOcInput: OculusInput pre-init called
LogAssetRegistry: Asset discovery search completed in 5.5426 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000003 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000014 seconds (updated 0 objects)
LogContentStreaming: Texture pool size now 1000 MB
LogSlate: Took 0.000204 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
LogSlate: Took 0.000139 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
LogSlate: Took 0.000176 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)
LogRenderer: Reallocating scene render targets to support 2032x1072 NumSamples 1 (Frame:2).
Recompiling Settlement...
Launching UnrealBuildTool... [D:/Program Files (x86)/Epic Games/UE_4.15/Engine/Binaries/DotNET/UnrealBuildTool.exe Settlement -ModuleWithSuffix Settlement 5734 Win64 Development -editorrecompile -canskiplink "D:/Projects/Unreal Projects/Settlement/Settlement.uproject" ]
Warning: Starting HotReload took  0.2s.
CompilerResultsLog: New page: Compilation - 16 Feb 2017 00:10:07
CompilerResultsLog: Info Creating makefile for hot reloading Settlement (.uproject file is newer)
CompilerResultsLog: Info Compiling game modules for hot reload
CompilerResultsLog: Info Target is up to date
CompilerResultsLog: Info Total build time: 1.50 seconds (NoActionsToExecute executor: 0.00 seconds)
LogMainFrame: MainFrame: Module compiling took 1.879 seconds
LogContentBrowser: Native class hierarchy populated in 0.0089 seconds. Added 2251 classes and 461 folders.
Display: HotReload took  2.0s.
UATHelper: Packaging (Windows (32-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="D:/Projects/Unreal Projects/Settlement/Settlement.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="D:/Projects/Unreal Projects/Settlement/Settlement.uproject" -cook -stage -archive -archivedirectory="D:/Projects/Unreal 
Projects/Settlement Build" -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win32 -build -CrashReporter -utf8output
UATHelper: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment.
UATHelper: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for D:\Projects\Unreal Projects\Settlement\Settlement.uproject
UATHelper: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: D:\Program Files (x86)\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe Settlement Win32 Development -Project="D:\Projects\Unreal Projects\Settlement\Settlement.uproject"  "D:\Projects\Unreal Projects\Settlement\Settlement.uproject"  -remoteini="D:\Projects\Unreal Projects\Settlemen
t" -noxge -generatemanifest -NoHotReload
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 0.7161859s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: D:\Program Files (x86)\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe Settlement Win32 Development -Project="D:\Projects\Unreal Projects\Settlement\Settlement.uproject"  "D:\Projects\Unreal Projects\Settlement\Settlement.uproject"  -remoteini="D:\Projects\Unreal Projects\Settlemen
t" -noxge -NoHotReload -ignorejunk
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Creating makefile for Settlement (no existing makefile)
LogSlate: Took 0.000150 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K)
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Performing full C++ include scan (no include cache file)
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Parsing headers for Settlement
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool:   Running UnrealHeaderTool "D:\Projects\Unreal Projects\Settlement\Settlement.uproject" "D:\Projects\Unreal Projects\Settlement\Intermediate\Build\Win32\Settlement\Development\Settlement.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installe
d
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Reflection code generated for Settlement in 5.0164273 seconds
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Performing 10 actions (9 in parallel)
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: PCH.UELinkerFixups.cpp
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: PCH.Settlement.cpp
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: UELinkerFixups.cpp
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: ActorChunkManager.cpp
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Chunk.cpp
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Settlement.generated.cpp
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: WorldManager.cpp
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: SettlementGameModeBase.cpp
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Settlement.cpp
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: D:\Projects\Unreal Projects\Settlement\Source\Settlement\Managers\ActorChunkManager.cpp(93): error C2039: 'SetFolderPath': is not a member of 'AChunk'
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: D:\Projects\Unreal Projects\Settlement\Source\Settlement\ProceduralWorld/Chunk.h(11): note: see declaration of 'AChunk'
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\Projects\Unreal Projects\Settlement\Binaries\Win32\Settlement.exe
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Total build time: 30.61 seconds (Local executor: 0.00 seconds)
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 30.9096021s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Program Files (x86)\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe Settlement Win32 Development -Project="D:\Projects\Unreal Projects\Settlement\Settlement.upr
oject"  "D:\Projects\Unreal Projects\Settlement\Settlement.uproject"  -remoteini="D:\Projects\Unreal Projects\Settlement" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.02.16-00.10.16.txt' 
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictio
nary`2 InTargetToManifest)
UATHelper: Packaging (Windows (32-bit)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
UATHelper: Packaging (Windows (32-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (32-bit)):    at BuildCookRun.ExecuteBuild()
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (Windows (32-bit)):    at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

It looks like you have a build error in your project. Does it build correctly if you build it manually via Visual Studio?

D:\Projects\Unreal Projects\Settlement\Source\Settlement\Managers\ActorChunkManager.cpp(93): error C2039: 'SetFolderPath': is not a member of 'AChunk'
D:\Projects\Unreal Projects\Settlement\Source\Settlement\ProceduralWorld/Chunk.h(11): note: see declaration of 'AChunk'
ERROR: UBT ERROR: Failed to produce item: D:\Projects\Unreal Projects\Settlement\Binaries\Win32\Settlement.exe

Thank you, turns out that this line was causing the issue for some reason, not sure why though as I worked when compiling and playing in editor.

loadedChunks.FindRef(testChunkLoaction)->SetFolderPath("/Terrain/Chunks");